Example #1
0
 /// <summary>
 /// Used to check tiles around a given wall
 /// </summary>
 public static void TileCheckEmpty(Vector3Int _pos1, Vector3Int _pos2, int _indexRoom, int _indexWall)
 {
     if (DungeonUtility.GetTilemap().GetTile(_pos1) == null && DungeonUtility.GetTilemap().GetTile(_pos2) == null)
     {
         TileManager.ChangeTilePiece(m_rooms[_indexRoom].WallPositions[_indexWall], 0, TileType.Wall, DungeonUtility.GetTilemap());
     }
 }
Example #2
0
        public static void PlaceDoor(int _index)
        {
            int        randomPosChoice = Random.Range(0, RoomManager.GetAllRooms()[_index].WallPositions.Count);
            Vector3Int randomWallPos   = RoomManager.GetAllRooms()[_index].WallPositions[randomPosChoice];

            DungeonUtility.AddDoorPosition(randomWallPos);
            RoomManager.GetAllRooms()[_index].DoorPositions.Add(randomWallPos);
            TileManager.ChangeTilePiece(randomWallPos, 0, TileType.Door, DungeonUtility.GetTilemap());

            //   RoomManager.GetAllRooms()[_index].WallPositions.RemoveAt(randomPosChoice);
        }
Example #3
0
 public static void TileCheckNotEmpty(Vector3Int _pos1, Vector3Int _pos2, Vector3Int _pos3, Vector3Int _pos4, int _indexRoom, int _indexWall, string _tileName)
 {
     if (DungeonUtility.GetTilemap().GetTile(_pos1) != null && DungeonUtility.GetTilemap().GetTile(_pos2) != null && DungeonUtility.GetTilemap().GetTile(_pos3) != null && DungeonUtility.GetTilemap().GetTile(_pos4) != null)
     {
         if (DungeonUtility.GetTilemap().GetTile(_pos1).name == _tileName && DungeonUtility.GetTilemap().GetTile(_pos2).name == _tileName)
         {
             TileManager.ChangeTilePiece(m_rooms[_indexRoom].WallPositions[_indexWall], 0, TileType.Floor, DungeonUtility.GetTilemap());
         }
         if (DungeonUtility.GetTilemap().GetTile(_pos3).name == _tileName && DungeonUtility.GetTilemap().GetTile(_pos4).name == _tileName)
         {
             TileManager.ChangeTilePiece(m_rooms[_indexRoom].WallPositions[_indexWall], 0, TileType.Floor, DungeonUtility.GetTilemap());
         }
     }
 }